Clint is definitely approaching game design from what I see as a more artistic point of view - think of how much better Dickens might have been if he hadn't been paid by the word (begin flame war with Dickens lovers.... now). As far as moralizing goes, Clint is far from the first to approach game design with morals and ethics in mind.
As far as being immersive goes, I have come, I think, at least 90 degree around since this thread started. It's sometimes a bit overrated - let's face it, who can carry 46 polearms (or even two?) in the first place? And why does the vendor want your crappy second-hand polearms that stink of goblin, anyways? Who's he going to sell them to, Other Hero?
For my part, I think I'd like to disable remote-selling in Polymorphable, just because a) there's very few items to take up inventory space, and b) one returns to town between every dungeon, anyways, as it is the center of the Polymorphable universe. It seems like a pretty sound decision for FLARE, though, and I think a player would acclimate to it pretty fast, just as we've acclimated to unquestioningly killing every goblin man, woman and child, expecting vendors to buy ALL our crap, and the given likelihood that our entire world takes less time to travel across by foot than Central Park does.
Map remaster is complete, and now I've added a new dungeon, complete with a quest, an upgraded transform, some XP, and some mysteriouuuuus items which will be of use to access future dungeons. To reach the new dungeon, investigate the fireplace in the Elder's House at some point after you've acquired the ghost talisman.
I'm also feeling proud of myself for pushing myself more in map creation and storyline. The difficulty level of it is either way too hard or way too easy, I'm honestly not sure - since it's an optional dungeon, it'll be a little harder if you don't have snake form yet, and also, wise use of transforms can make a pretty big impact. Hopefully this just means it feels like a little skill and strategy goes a long way, but I'll see what people think.
But, Jattenalle, the GPL legally grants anyone the right to redistribute the Program, as long as they make the source code available. So my guess would be that, for purposes of redistribution, we're all legal representatives.
Twenty days since last update! And a month since the LPC submission date! So, what are we up to?
If you download the current tarball, the first thing you should do is walk around town - every single building has been built out now, including some plot hooks for some dungeons that have't been created yet. You can even get to one of the dungeons, Shadow Laurelia, though it's currently a dead end.
We've been incorporating changes from the main FLARE engine, so some of the menus may look a little different. There's also been some balancing,such as for enemy strength and speed.
If you poke through the game files, you'll see some new enemies and tileset info. It's not IN the game yet, but it lays the groundwork for some rapid dungeon development. No dungeons without enemies to fill them! The rewards for those dungeons, like another transform, are lurking there as well.
And lastly, it's still in the fork, not in the main tarball, but a couple of extra rendering layers have been added to the map engine, so there's a branch where I'm currently remastering all of the maps. This should mean less clipping in areas such as Snow Mountain, and it's an excuse to do a second pass on some of the tilesets. Once the remaster is completely done, it'll get merged into the main branch. That should be done within the next week.
Going forward, I'd say you should expect at least one new dungeon before the end of September, if not two or three!
But seriously, I wouldn't mind, you know, even a one-off explanation from an NPC. "If you ever feel overencumbered, don't forget your Advanced Phlebotinum, which can turn useless clothing into gold!" I like my lore to be internally consistent.
If you want to create a github account, you can head on over to FLARE's code page and file the issue there. I went ahead and confirmed this issue on the latest build, though, and I'd be happy to file it on your behalf.
Clint is definitely approaching game design from what I see as a more artistic point of view - think of how much better Dickens might have been if he hadn't been paid by the word (begin flame war with Dickens lovers.... now). As far as moralizing goes, Clint is far from the first to approach game design with morals and ethics in mind.
Braid designer: http://www.smh.com.au/news/articles/ethical-dilemmas/2007/09/19/1189881577195.html
Or a google search for "Freemium Ethics".
As far as being immersive goes, I have come, I think, at least 90 degree around since this thread started. It's sometimes a bit overrated - let's face it, who can carry 46 polearms (or even two?) in the first place? And why does the vendor want your crappy second-hand polearms that stink of goblin, anyways? Who's he going to sell them to, Other Hero?
For my part, I think I'd like to disable remote-selling in Polymorphable, just because a) there's very few items to take up inventory space, and b) one returns to town between every dungeon, anyways, as it is the center of the Polymorphable universe. It seems like a pretty sound decision for FLARE, though, and I think a player would acclimate to it pretty fast, just as we've acclimated to unquestioningly killing every goblin man, woman and child, expecting vendors to buy ALL our crap, and the given likelihood that our entire world takes less time to travel across by foot than Central Park does.
Hean01 fixed a pretty major bug this morning, so make sure you download the latest source!
Map remaster is complete, and now I've added a new dungeon, complete with a quest, an upgraded transform, some XP, and some mysteriouuuuus items which will be of use to access future dungeons. To reach the new dungeon, investigate the fireplace in the Elder's House at some point after you've acquired the ghost talisman.
I'm also feeling proud of myself for pushing myself more in map creation and storyline. The difficulty level of it is either way too hard or way too easy, I'm honestly not sure - since it's an optional dungeon, it'll be a little harder if you don't have snake form yet, and also, wise use of transforms can make a pretty big impact. Hopefully this just means it feels like a little skill and strategy goes a long way, but I'll see what people think.
Screenshots!
But, Jattenalle, the GPL legally grants anyone the right to redistribute the Program, as long as they make the source code available. So my guess would be that, for purposes of redistribution, we're all legal representatives.
Twenty days since last update! And a month since the LPC submission date! So, what are we up to?
If you download the current tarball, the first thing you should do is walk around town - every single building has been built out now, including some plot hooks for some dungeons that have't been created yet. You can even get to one of the dungeons, Shadow Laurelia, though it's currently a dead end.
We've been incorporating changes from the main FLARE engine, so some of the menus may look a little different. There's also been some balancing,such as for enemy strength and speed.
If you poke through the game files, you'll see some new enemies and tileset info. It's not IN the game yet, but it lays the groundwork for some rapid dungeon development. No dungeons without enemies to fill them! The rewards for those dungeons, like another transform, are lurking there as well.
And lastly, it's still in the fork, not in the main tarball, but a couple of extra rendering layers have been added to the map engine, so there's a branch where I'm currently remastering all of the maps. This should mean less clipping in areas such as Snow Mountain, and it's an excuse to do a second pass on some of the tilesets. Once the remaster is completely done, it'll get merged into the main branch. That should be done within the next week.
Going forward, I'd say you should expect at least one new dungeon before the end of September, if not two or three!
See Clint's reply below.
MAGIC HAS NO PLACE IN FANTASY GAMING. /sarcasm
But seriously, I wouldn't mind, you know, even a one-off explanation from an NPC. "If you ever feel overencumbered, don't forget your Advanced Phlebotinum, which can turn useless clothing into gold!" I like my lore to be internally consistent.
Filed!
If you want to create a github account, you can head on over to FLARE's code page and file the issue there. I went ahead and confirmed this issue on the latest build, though, and I'd be happy to file it on your behalf.
That's why it's a wishlist! I totally understand. I was guessing those wishes would only be granted if those .xcfs already existed on your hard drive.
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